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RimWorld => Mods => Topic started by: Indsaetnavnher on January 08, 2015, 02:24:52 AM

Title: [Request] Better mortars
Post by: Indsaetnavnher on January 08, 2015, 02:24:52 AM
Really want some kind of better mortars, don't mind longer fire time if need be, or maybe a spotter to increase accuracy, like, need a clear line of sight of target, the closer he is, the more accurate the mortars will be, anything really, right now trying to attack a crashed ship with 4 mortars will take you one and half to two days to get your first hit
Title: Re: [Request] Better mortars
Post by: Evul on January 08, 2015, 02:27:35 AM
I can throw something together for you tonight :)
Title: Re: [Request] Better mortars
Post by: Epyk on January 08, 2015, 11:02:53 AM
Quote from: Evul on January 08, 2015, 02:27:35 AM
I can throw something together for you tonight :)

Looking forward to it! Current mortars couldn't hit a Texas-sized target.
Title: Re: [Request] Better mortars
Post by: Evul on January 08, 2015, 11:36:13 AM
There you go they are two times expensive and have a dubble hit chans.

Tell me if it works :)

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Title: Re: [Request] Better mortars
Post by: Epyk on January 08, 2015, 12:11:26 PM
Quote from: Evul on January 08, 2015, 11:36:13 AM
There you go they are two times expensive and have a dubble hit chans.

Tell me if it works :)

Hmmm, there's no changes. Even when the mod is loaded alone.
Title: Re: [Request] Better mortars
Post by: Evul on January 08, 2015, 12:41:55 PM
You need to build them they are named Mrk 2.
Title: Re: [Request] Better mortars
Post by: Epyk on January 08, 2015, 12:49:09 PM
Quote from: Evul on January 08, 2015, 12:41:55 PM
You need to build them they are named Mrk 2.

I'll look again.


Title: Re: [Request] Better mortars
Post by: Evul on January 08, 2015, 12:55:42 PM
I failed allittle bit here xD
I forgot to make the building xD
Now it should work. sorry for that xD

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Title: Re: [Request] Better mortars
Post by: Epyk on January 08, 2015, 01:06:33 PM
Quote from: Evul on January 08, 2015, 12:55:42 PM
I failed allittle bit here xD
I forgot to make the building xD
Now it should work. sorry for that xD

Haha. All good.

Works better now. Only the mrk2 incendiary mortar is shown in the security tab though. The other two do not show, and I get an error for them missing?
Title: Re: [Request] Better mortars
Post by: Indsaetnavnher on January 08, 2015, 01:14:48 PM
First off, thanks for your time and effort.

I only see Inciniary Mortar mkII but when I build it it disapears and I get an error
Title: Re: [Request] Better mortars
Post by: Evul on January 08, 2015, 01:33:52 PM
got damit... let me check.
Title: Re: [Request] Better mortars
Post by: Evul on January 08, 2015, 01:45:16 PM
found what the fuz was about. Ive been kiiid a clumsy coding this...

Here is the final version if you need me to tweek it some more now when they work just tell me :)

Actually tried it before i send it this time xD

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Title: Re: [Request] Better mortars
Post by: Epyk on January 08, 2015, 01:47:34 PM
Quote from: Evul on January 08, 2015, 01:45:16 PM
found what the fuz was about. Ive been kiiid a clumsy coding this...

Here is the final version if you need me to tweek it some more now when they work just tell me :)

Actually tried it before i send it this time xD

Here goes nothing! Downloading!   ;D
Title: Re: [Request] Better mortars
Post by: Epyk on January 08, 2015, 01:56:24 PM
Quote from: Evul on January 08, 2015, 01:45:16 PM
found what the fuz was about. Ive been kiiid a clumsy coding this...

Here is the final version if you need me to tweek it some more now when they work just tell me :)

Actually tried it before i send it this time xD

Works great! The accuracy is better, but doesn't seem overpowered for now.
Title: Re: [Request] Better mortars
Post by: Evul on January 08, 2015, 02:12:05 PM
Try it out and if you want it more accruet you can tell me or do it your self.

in the file Weapons_ArtilleryMrkII.xml find:
<forcedMissRadius>8</forcedMissRadius>
and lower it to get it more accrual.

you can also change this lines it goes from 0.00 to 1.00:
        <accuracyTouch>0.79</accuracyTouch>
        <accuracyShort>0.42</accuracyShort>
        <accuracyMedium>0.18</accuracyMedium>
        <accuracyLong>0.06</accuracyLong>
Title: Re: [Request] Better mortars
Post by: JoeysLucky22 on January 10, 2015, 12:24:21 PM
Thanks for this Evul! I made some new textures for the MrkII:

Download: http://www.mediafire.com/download/35d1r0hypozmyl1/ArtilleryMrk2.zip

(http://i.imgur.com/q8sX2tT.png)
Title: Re: [Request] Better mortars
Post by: Evul on January 10, 2015, 01:15:33 PM
looks fanzy!
Title: Re: [Request] Better mortars
Post by: Chibiabos on January 10, 2015, 01:19:28 PM
RimWorld changelog
Jan 9
You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.
Refactored graphics database to use one unified code path for all graphic types.
GUI now caches constructed labels to avoid memory alloc.
Artillery cannons now require artillery shells to fire and are more powerful.

Art cannons getting a simultaneous boost (more bang for when they do hit) and nerf (now you gotta keep 'em fed with ammo) in vanilla game.
Title: Re: [Request] Better mortars
Post by: Evul on January 10, 2015, 02:02:50 PM
Noticed and that will be fancy ^^